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DAMIA, SAGE OF LANDS

A deck all about lands

The deck was built with a specific style of play in mind, rather than around a specific commander. The idea is rather simple: Play lots of lands and produce an impressive-looking but none-too-threatening board, which enable you to play fun and splashy spells relatively early.

The deck was in large part inspired by Dan Brown/Pogobats "Five Color Azusa Hidden Commander deck", linked below. I found it cool, but not really suiting my play style. I wanted to see if it was viable to create a bit less solitaire-like of a deck (less extra turns and less focus on infinite combos, mainly), while still maintaining the power level and the math-based play style, finding a happy medium.


Five-Color Azusa "Hidden Commander"

Commander / EDH Pogobat

SCORE: 12 | 5 COMMENTS | 2742 VIEWS | IN 6 FOLDERS


The choice of commander, and the final locking down of the color identity, past Simic, which is the essential two colors for this deck, came down to the fact that what this strategy needed more than anything else was consistent card draw, and lots of it. Damia was a given choice, with her ability to refill your hand each turn.

Reading this decklist

I've chopped the decklist into groups based on function.

  • Land - Selfexplanatory
  • Tutors - Fish out the creature or spell you need
  • Ramp - Contains all of our mana acceleration: Extra Landdrops, Land-untapping creatures, Mana doubling and Land enchantments
  • Utility - Contains every interactive card we have that doesn't fit into any other category: Defensive cards, speed-up of untapping creatures and tap-lands, top-deck abuse etc.
  • WinCons - Offensive cards, cards that kill opponents and wins games. Half of them are dependent on the Landfall mechanic, and the rest are just good cards that can ruin someone else's day
  • Control - Keep your opponents' win cons away from the board
  • Graveyard - Cards that interact with and bring back stuff from the graveyard




  • Infinite Mana

    Staff of Domination is the main tool to go infinite with this deck. Combine it with an untapping creature that can untap lands for 5+ mana in one go and you have infinite mana. There are several ways to achieve this:

    Magus of the candelabra+Illusionist bracers - Pay 5+ mana to the magus, untap 10 lands for a minimum of 10 mana, use 4 mana to untap and use the Staff to untap the Magus. Repeat.

    Cabal Coffers + Urborg, Tomb of Yawgmoth - Pay 2 to produce as many black mana as you have land cards on the battlefield. Any untapping creature combined with staff and this produces infinite black mana.

    Argothian Elder + Mana Reflection + one Bounce Land in play - Infinite amounts of whatever color either of the two lands produces. illusionist bracers makes any untapping creature function as well as Argothian Elder.

    Lands enchanted with Fertile Ground, Market Festival and Dawn's Reflection makes infinite mana much easier, as any land enchanted with them will be the same or better than one of the Bouncelands.

    Topdeck Cycling

    An important concept this deck uses is topdeck cycling, using Sensei's Divining Top while having either Future Sight or Magus of the Future in play. The cards then essentially reads "Pay to draw a card", since when you tap the top, you draw the top card of your library, you put the Top on top, and Future Sight reveals it and lets you cast it again for .

    Combine with infinite mana to let you draw as many cards as you want.





    Let's start out with what constitutes a good starting hand when playing this deck.

    Ideally, you should start out with 3-4 lands, something that gives you extra value from your lands (untapping creature, land enchantment or Lotus Cobra) or gives you extra land drops early (Burgeoning/Exploration/Azusa, Lost but Seeking) and either Worldly Tutor or Demonic Tutor.

    I've found that it's better to err on the side of too much land/ramp compared to spells than on the side of "With nearly half my deck being lands, I'll probably topdeck my third and fourth land". But then again, that is down to how your local meta is - In mine, nearly no one plays Aggro, so the first 3-4 turns are essentially the calm before the storm. More on essential cards and retooling the deck for different types of meta further down.

    So, for the first few turns, you ramp hard, focusing all your mana on generating as many land drops as possible. One tactic that works rather well before you get creatures out that reveal the top of your deck, is to use Temples several times over, returning them to hand with the bounce lands as soon as possible (but not before you've tapped them for their mana, if they're untapped!).

    You can easily achieve a turn three Damia drop with the right plays.

    After Damia has hit the board in earnest, you should use less mana on ramping spells, and try to get the Landfall creatures into play instead. Either directly tutor for them (don't use Green Sun's Zenith for this if you can avoid it, as it becomes very expensive for a turn 4 or 5 play, even with optimal ramp) or get and play Magus of the Future/Future Sight/Courser of Kruphix to start abusing the top of your library, trying to coax landfall creatures or the right tutor spell to come off the top of your deck.

    If you have Magus of the Future, Future Sight, Courser of Kruphix or Oracle of Mul Daya out, I've found it advisable to play cards off the top of your deck rather than cards in hand whenever possible, as you can at most draw 7 cards each turn, whereas you can play as many cards of the top of your deck as your available mana and land drop count allows.

    At this point, use your hand to store up situational cards that you don't want to play straight away, and as a last-ditch solution if the top tilts (i.e. if you hit 5 lands in a row off the top of your library).

    The deck mainly wins through Landfall creatures ruining your opponents' day, Bolting them in the face or producing a veritable horde of creatures to beat them down, or a Rite of Replication + Massacre Worm board clear, opening for a next-turn beatdown.





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    Underground River -> Defense of the Heart

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    Date added 7 years
    Last updated 6 years
    Key combos
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    8 - 0 Mythic Rares

    56 - 0 Rares

    15 - 0 Uncommons

    9 - 0 Commons

    Cards 100
    Avg. CMC 3.52
    Tokens Beast 4/4 G, City's Blessing, Copy Clone, Plant 0/1 G
    Folders Future Plans, Disassembled/Deprecated Decks
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